265 lines
35 KiB
Markdown
265 lines
35 KiB
Markdown
# Authorized Reference Runtime Census
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## Purpose And Boundary
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This document records the strongest content census supported by the authorized
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private archive. It is a research record for Aetherbound Guild, not a reference
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game encyclopedia. It deliberately omits commercial names, prose, formulas,
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layouts, art, audio and source expression.
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The census distinguishes player-visible gameplay identities from files,
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components, animation frames and presentation variants. No extracted
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commercial asset is stored in this repository. All evidence links point to the
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authorized local archive.
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## Counting Rules
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- **Direct observation** means a count made from captured runtime UI or from a
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deterministic package inventory. The method column says which.
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- **Inference** means the evidence supports a structural conclusion but does
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not expose a player-facing record or total.
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- **Unknown** means no defensible numerical total is available.
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- **Exact** always applies only to the stated observation scope. An exact count
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on one captured screen or one inspected build is not automatically an exact
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game-wide total.
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- **Lower bound** means the archive proves at least that many distinct entries;
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unseen content may exist.
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- **High confidence** means the evidence can be re-counted directly. **Medium
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confidence** means classification or de-duplication requires judgment. **Low
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confidence** is not used as a substitute for an unsupported count; such a
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total is reported as unknown.
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- Names that recur at different rarities, levels or capture times are counted
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once unless the visible behavior establishes a separate identity.
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## Provenance Index
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The archive-level sources are:
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- [P-OBS]: ordinary-play scope, player loop and unresolved runtime surfaces.
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- [P-AUDIT]: the prior structural lower-bound audit and database-shell finding.
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- [P-EXT]: deterministic Unity export totals and the clean-room boundary.
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- [P-IMG]: the complete image catalog and asset-category assignments.
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- [P-CODE]: type inventory and IL2CPP/source-code boundary.
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- [P-MANIFEST]: extraction manifest for build and export traceability.
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- [P-VID]: the 2026-08-11 fixed user-play video study and its private evidence
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package.
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- [P-PH3]: the 2026-08-11 public-video Phase 3 reconstruction, with three
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independently bound evidence lanes and an explicit version boundary.
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- [P-PH4]: the targeted replication-readiness closure covering Rune spending,
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mobile tutorial input, boss escalation, final-boss choice and retirement UI.
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The screenshot groups used for manual visible-identity counts are:
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- Recruits and profession presentations: [P-RCR-01], [P-RCR-02],
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[P-RCR-03], [P-RCR-04], [P-RCR-05], [P-RCR-06], [P-RCR-07] and
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[P-RCR-08].
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- Skill tree: [P-SKL-00], [P-SKL-01], [P-SKL-02], [P-SKL-03], [P-SKL-04],
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[P-SKL-05], [P-SKL-06], [P-SKL-07] and [P-SKL-08].
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- Enemy roles: [P-ENM-01], [P-ENM-02], [P-ENM-03], [P-ENM-04],
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[P-ENM-05] and [P-ENM-06].
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- Equipment and item presentations: [P-ITM-01], [P-ITM-02], [P-ITM-03],
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[P-ITM-04], [P-ITM-05], [P-ITM-06], [P-ITM-07], [P-ITM-08],
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[P-ITM-09], [P-ITM-10], [P-ITM-11], [P-ITM-12], [P-ITM-13],
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[P-ITM-14], [P-ITM-15], [P-ITM-16], [P-ITM-17], [P-ITM-18] and
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[P-ITM-19].
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- Milestone artifacts: [P-ART-01], [P-ART-02], [P-ART-03] and [P-ART-04].
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- Formation and party equipment: [P-FRM-01] and [P-FRM-02].
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- Run scope and mode surface: [P-RUN-01], [P-RUN-02] and [P-RUN-03].
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Screenshot filenames are provenance locators only. Their embedded ordinal text
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must not be interpreted as a game-wide content total.
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## Runtime And Content Census
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Each row supplies the required evidence class, exactness, confidence,
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observation method, provenance and unresolved boundary.
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| ID | Content surface | Count or result | Evidence class and exactness | Confidence | Observation method | Provenance | Why the game-wide total remains unresolved |
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| C-01 | Research play records | 2 investigator-captured sessions, 1 fixed user-play recording and 8 public-video visual sources | Direct runtime observation; exact for current archive scope, not unique game builds | High | Kept each source, clip range, version boundary and terminal separate | [P-OBS], [P-VID], [P-PH3], [P-PH4] | The archive is not an exhaustive survey of all saves, modes or versions; two additional public sources supplied metadata/captions only and no visual mechanic claim. |
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| C-02 | Named recruit labels | At least 8 distinct visible labels | Direct runtime observation; lower bound | High | Manually transcribed and de-duplicated visible recruit and party labels across both captured sessions; ignored repeated appearances and equipment variants | [P-RCR-01] through [P-RCR-08] | No complete roster or collection surface was captured; procedural label generation also cannot be excluded. |
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| C-03 | Base profession identities | At least 7 identities | Direct runtime observation; lower bound | High | Re-counted the distinct base-role identities consolidated from ordinary-play tooltips and the visible progression surface | [P-AUDIT], [P-RCR-01] through [P-RCR-08], [P-SKL-00] | No complete profession index was captured, and the package database does not expose its runtime array. |
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| C-04 | Advanced profession identities | At least 6 identities | Direct runtime observation; lower bound | High | Re-counted distinct advanced-role labels exposed in the captured progression and party evidence | [P-AUDIT], [P-SKL-00] through [P-SKL-06] | Unseen, locked or build-gated professions cannot be counted from the captured surface. |
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| C-05 | Progression branches | 6 visible branches | Direct runtime observation; exact for the captured tree surface and a lower bound for the build | High | Counted the persistent tree's visibly separated branch columns and opened one representative tooltip per branch | [P-SKL-00] through [P-SKL-06], [P-OBS] | Hidden, disabled or later-version branches cannot be ruled out. |
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| C-06 | Visible progression slots | 28 slot/icon identities | Direct runtime observation corroborated by direct package inventory; exact for the captured tree namespace, not an active-skill total | High | Counted visible tree positions and verified a contiguous catalog namespace from `skill_00` through `skill_27`; paired texture and sprite exports were de-duplicated by name | [P-SKL-00] through [P-SKL-08], [P-IMG] | A slot can be locked, passive, repeated, decorative or unavailable; no serialized skill-record array was exposed. |
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| C-07 | Active skill definitions | Unknown | Unknown; no exact or lower-bound entity total asserted beyond C-06's visible slots | High confidence in the unknown status | Looked for a player-facing index and a serialized skill array, then checked the type and image inventories | [P-SKL-00], [P-AUDIT], [P-CODE], [P-IMG] | Slot art and type identities do not expose enabled runtime definitions, ranks or build-gated content. |
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| C-08 | Inspectable ordinary enemy roles | At least 4 role presentations | Direct runtime observation; lower bound | High | Compared inspectable battlefield tooltips and silhouettes and de-duplicated them by combat role: ranged pressure, shielded frontline, reach frontline and caster pressure | [P-ENM-01] through [P-ENM-06] | The captures cover only early ordinary encounters and do not expose an enemy collection. |
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| C-09 | Enemy combat identities | Unknown | Unknown; C-08 is a role lower bound, not an identity total | High confidence in the unknown status | Cross-checked runtime captures, enemy-category images and the empty serialized database surface | [P-ENM-01] through [P-ENM-06], [P-AUDIT], [P-IMG] | Layered bodies, faces, weapons and effects cannot be mapped one-to-one to enemy records; elite and boss totals were not enumerated. |
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| C-10 | Equipment and item labels | At least 16 distinct player-facing labels | Direct runtime observation; lower bound | High | Manually de-duplicated tooltip labels across opening, tutorial, shop, loot and backpack captures; repeated items, rarity changes and equipped views were counted once | [P-ITM-01] through [P-ITM-19] | No complete item collection was captured, and the runtime item arrays are not serialized in the extracted shells. |
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| C-11 | Equipment and item records | Unknown | Unknown; no exact game-wide total | High confidence in the unknown status | Compared the visible lower bound with the equipment image category and database components | [P-AUDIT], [P-IMG], [P-CODE] | An item can use multiple layers or rarity presentations, while several records may share art; neither direction supports a one-to-one count. |
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| C-12 | Milestone artifact choices | 3 distinct choices on one captured milestone | Direct runtime observation; exact for that choice set and a lower bound for the build | High | Opened each visible option tooltip, de-duplicated by conditional behavior, then verified the selected secondary-slot state | [P-ART-01] through [P-ART-04], [P-OBS] | Only one milestone choice was captured; the full artifact collection and duplicate rules were not enumerated. |
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| C-13 | Artifact records | Unknown | Unknown; no exact game-wide total | High confidence in the unknown status | Compared the captured choice with the artifact-system type and its non-enumerable component shell | [P-ART-01] through [P-ART-04], [P-AUDIT], [P-CODE] | The package proves the system exists but exposes no custom serialized artifact array. |
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| C-14 | Editable formation grammar | At least 1 ordered party-line formation surface | Direct runtime observation; lower bound | High | Observed party cards being rearranged before combat and the resulting battlefield order | [P-FRM-01], [P-FRM-02], [P-OBS] | No formation index, preset list or complete capacity progression was captured. Arbitrary arrangements are states, not necessarily authored formation identities. |
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| C-15 | Authored formations or presets | Unknown | Unknown; no numerical total | High confidence in the unknown status | Searched captured screens and structural inventory for an enumerable formation catalog | [P-FRM-01], [P-OBS], [P-CODE] | The evidence proves rearrangement, not a finite catalog of named formations. |
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| C-16 | Environment or biome families | At least 5 visual asset families | Inference from direct package inspection; lower bound | Medium | Grouped environment exports by recurring visual family and checked the prior structural audit | [P-AUDIT], [P-IMG], [P-EXT] | Asset families may be unused, transitional, layered or combined at runtime; later traversal was not captured. This is not a runtime biome count. |
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| C-17 | Victories at observed run terminals | 12 in an earlier completed adventure; separate party-wipe terminals at 30, 59 and 126 accumulated victories | Direct runtime observation; each value exact only for its recorded run | High | Read each fixed terminal state without combining counters across runs, modes or versions | [P-OBS], [P-RUN-01], [P-RUN-02], [P-VID], [P-PH3] | Victory count does not reveal chapter count, wave count, encounter taxonomy, completion length or a game-wide cap. |
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| C-18 | Chapters | Unknown | Unknown; no exact or lower-bound chapter total asserted | High confidence in the unknown status | Checked the captured run, environment catalog and type inventory for a chapter index | [P-OBS], [P-AUDIT], [P-IMG], [P-CODE] | No chapter-select or complete campaign surface was captured, and environment families are not chapters. |
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| C-19 | Waves or encounters | Unknown | Unknown; no exact game-wide total | High confidence in the unknown status | Reviewed the completed-run ledger and combat captures without treating screenshot ordinals or victories as authored wave totals | [P-OBS], [P-RUN-01], [P-RUN-02] | Encounters can contain multiple waves, optional branches or special events; the archive does not expose the mapping. |
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| C-20 | Achievements | Unknown | Unknown; no numerical total | High confidence in the unknown status | Searched captured surface inventory and type inventory for an enumerable achievement page or record set | [P-OBS], [P-CODE] | No achievement surface or serialized achievement catalog was captured. |
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| C-21 | Collection entries | Unknown | Unknown; no numerical total | High confidence in the unknown status | Searched captured surface inventory for roster, enemy, item, artifact or general collection indexes | [P-OBS], [P-AUDIT] | No complete collection surface was captured; separate visible samples cannot establish completion totals. |
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| C-22 | Play modes | At least 1 run-based adventure path | Direct runtime observation; lower bound | High | Inspected the new-run selection and setup states and separated the optional tutorial from the adventure path | [P-RUN-03], [P-OBS] | The screen does not establish every unlockable or later-version mode. Battle speed and zoom are controls, not modes, so they are excluded. |
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| C-23 | Exact mode total | Unknown | Unknown; no exact game-wide total | High confidence in the unknown status | Cross-checked the visible run selector with the captured surface inventory | [P-RUN-03], [P-OBS] | Locked, postgame, challenge or build-gated paths were not enumerated. |
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| C-24 | Displayed roster and field scale | Capacity states through `10/10`; ten members simultaneously fielded in one late run | Direct runtime observation; exact for the named frames and a lower bound for field scale | High | Reconciled early `7/10` and `8/10` states with a later `10/10` roster and ten live member panels | [P-VID], [P-PH3] | The evidence does not prove that 10 is universal across every mode/version or a total recruit-identity count. |
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| C-25 | Inventory and storage scale | Carried capacity 22 plus a separate storage surface observed at `1/10` and `7/10` | Direct runtime observation; exact for the displayed states | High | Compared carried-inventory headers with the distinct storage grids in separate source-bound runs | [P-VID], [P-PH3] | Capacity upgrades, all contents, transfer input, persistence and cross-mode limits remain unknown. |
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| C-26 | Shop progression surface | Visible tiers through 10; ordinary three-offer and broader states with at least eight visible offers | Direct runtime observation; lower bound for shop-state breadth | High | Read fixed headers and separately classified recurring offer layouts and upgrade-information states | [P-VID], [P-PH3] | Upgrade formula, complete tier range, quality probabilities, refresh rules and full offer pools remain unknown. |
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| C-27 | Runtime arena presentations | At least 4 directly seen families: forest, cave, red-rock/open and snow-field | Direct runtime observation; lower bound | High | Compared fixed battle frames across the complete user recording | [P-VID] | Presentation families do not establish authored regions, chapters, mechanical modifiers or the game-wide arena total. |
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| C-28 | Ordinary victory signal | Sampled victories follow the opposing living-unit counter reaching zero and then open a result state | Direct runtime observation for sampled battles; not a universal rule proof | High | Followed battle-to-victory-to-report transitions at fixed timestamps | [P-VID] | Other modes, bosses, timeouts, retreats and defeat terminals were not exhaustively observed. |
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| C-29 | Same-battle revival or reserve entry | No qualifying same-battle revival observed; two battle openings expand panels from 2 to 7 and 3 to 7 | Direct observation of staged entry plus difficulty-specific between-battle recovery text | High | Sequentially decoded separate battle openings and reconciled them with visible difficulty rules | [P-VID], [P-PH3] | Special skills or items may prevent death, but no retained sequence shows a dead member respawning in the same active battle. |
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| C-30 | Persistent awards | Distinct observed awards after a 100-victory milestone and after separate 30-, 59- and 126-victory terminals | Direct runtime observation; exact only for each displayed state | High | Read each report and the following persistent-progression handoff without combining values | [P-VID], [P-PH3] | Currency formulas, version/mode multipliers, upgrade prices and complete reward sources remain unknown. |
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| C-31 | Runtime audio mapping in the user recording | Unknown | Unknown because narration and the mixed recording prevent reliable event isolation | High confidence in the unknown status | Sampled battle, shop, victory, reward and final transitions without exporting clips or assigning speculative cues | [P-VID] | File inventory proves audio assets exist but not their runtime event, mixing, layer or fatigue behavior. |
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| C-32 | Observed run-failure terminals | Separate 8-, 9- and 10-member sides reach zero while opponents remain, followed by game over | Direct runtime observation; exact for the three retained terminal sequences | High | Sequentially decoded terminal battles and their game-over/report transitions | [P-VID], [P-PH3] | Retreat, timeout and special-mode terminals remain unresolved. |
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| C-33 | Difficulty-specific death rules | 3 visibly described modes: wipe-and-recover with victory loss; post-victory casualty recovery with party-wipe terminal; permanent-death mode | Direct in-game text observation; exact for the displayed descriptions | High | Retained and sequentially decoded the difficulty screen and battle tutorial | [P-PH3] | Settlement details, version drift, retreat outcomes and every special recovery interaction remain unknown. |
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| C-34 | Battle execution boundary | Ordinary combat and ultimate activation are automatic; camera, speed, pause and retreat controls are exposed | Direct in-game tutorial observation corroborated by continuous combat | High | Followed tutorial text into active battles without a visible target or ability command | [P-PH3] | Exact input grammar and exceptional manual mechanics are not exhaustively tested. |
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| C-35 | Formation-card loadout | Catalog surface plus 4 simultaneously populated active slots | Direct runtime observation; exact for one guide state | High | Sequentially decoded hall-to-formation UI and inspected conditional-effect panels | [P-PH3] | Total entries, unlocks, mutual exclusions, persistence and effect execution remain unknown. |
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| C-36 | Persistent configuration surface | Connected multi-branch Rune Circle plus named save/export/import/load UI | Direct runtime observation for the visible surfaces; persistence is inference only | High for UI, medium for reusable-build inference | Sequentially decoded graph, node details and loadout overlay | [P-PH3] | Purchase, prerequisite, refund, import/export and save-survival behavior were not executed. |
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| C-37 | Late-run preparation systems | 1 recipe browser layout, separate storage, profession-labeled equipment and 1 completed consumptive passive/veteran operation | Direct runtime observation; lower-bound system coverage | High | Followed source-bound transitions and confirmation/result states | [P-PH3] | Complete recipes, pools, probabilities, eligibility and persistence remain unknown. |
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| C-38 | Observed final-boss victories | 2 independent ten-member fights reach enemy count 0; one continues to a final-boss decision modal | Direct continuous runtime observation; exact for the two retained fights | High | Sequentially decoded the retained boss, reward and independent final-Raid clips | [P-PH3], [P-PH4] | Trigger, summon rules, full reward variation and post-retirement state remain unknown. |
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| C-39 | Rune spending transaction | Rune-point balance decreases while connected paths visibly illuminate | Direct continuous runtime observation; exact for one retained transaction chain | High | Compared the source-bound before, intermediate and after states | [P-PH4] | Refund, reset, save survival and import/export execution remain unknown. |
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| C-40 | Advanced-profession gate | One visible node requires 2 adjacent completed paths and a separate currency purchase | Direct UI disclosure; exact for the inspected node | High | Inspected the node before and after adjacent path completion | [P-PH4] | The profession purchase itself and every profession's gate were not executed. |
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| C-41 | Mobile interaction grammar | Landscape UI with tutorial instructions for Tap reroll, member pickup/swap, item placement and Tap-to-sell | Direct in-game tutorial observation; lower bound for supported operations | High | Reviewed the complete retained mobile walkthrough and state transitions | [P-PH4] | Physical coordinates, gesture thresholds, multi-touch, haptics and device ergonomics remain unverified. |
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| C-42 | Boss escalation | A seventh boss is visibly bound to round 300, followed by 3 elemental dragon presentations and a separate final Raid | Direct runtime observation; lower bound for the staged boss ladder | High | Followed the retained continuous late-boss sequence and final-Raid entry | [P-PH4] | Earlier complete boss list, unlock formulas and cross-version ordering are not exhaustively proven. |
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| C-43 | Final-boss continuation choice | Final-boss victory offers continued clan play or voluntary retirement | Direct in-game modal following continuous victory | High | Followed enemy count 0 -> victory -> report -> final-boss modal | [P-PH4] | The retirement branch itself and its persistence result were not selected. |
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| C-44 | Retirement resource surface | Tavern UI states that battles and retiring members feed a distributable experience resource | Direct UI disclosure only | High for the displayed rule, unknown for execution | Inspected the retained Tavern explanation within a continuous closing segment | [P-PH4] | Confirmation, roster removal, equipment settlement, exact conversion and save behavior remain unknown. |
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| C-45 | Directly visible version labels | Separate title screens show `v1.24.0` and `v2.0.0` | Direct runtime observation; exact for those two sources | High | Read retained title frames without merging their mechanics or values | [P-PH3], [P-PH4] | Other guide sources have unknown exact builds, and platform/version parity is not assumed. |
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## Package And Asset Census
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These measurements describe the inspected WebGL build. They are included to
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prevent category errors, not to estimate hidden content.
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| ID | Package observation | Count or result | Evidence class and exactness | Confidence | Observation method | Provenance | Entity-count limitation |
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| A-01 | Unity objects inspected | 10,879 objects | Direct package observation; exact for the inspected build inventory | High | Parsed the delivered Unity data container with the recorded extraction toolchain | [P-EXT], [P-MANIFEST] | Objects include engine, UI, transforms, assets and components; they are not gameplay entities. |
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| A-02 | Readable exported images | 1,638 images: 1,222 Sprite exports plus 416 readable Texture2D exports | Direct package observation; exact for successful exports in the inspected build | High | Counted successful export records by Unity object type | [P-EXT], [P-IMG], [P-MANIFEST] | Sprite and Texture2D entries can duplicate the same visual identity or represent layers and frames. A further 25 Texture2D objects had special or empty stream paths and were unreadable. |
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| A-03 | Image review categories | 504 animation/VFX, 276 character, 112 enemy, 131 environment, 423 equipment/item and 192 UI/icon images | Direct package observation; exact catalog assignment for A-02 | High for assignment totals; medium for semantic category judgment | Classified every readable image by filename and visual review, then checked that category totals reconcile to A-02 | [P-EXT], [P-IMG] | Categories describe images. Actor layers, faces, equipment overlays, effects, frames and UI are mixed within them. |
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| A-04 | Audio clips | 43 exported AudioClip objects | Direct package observation; exact for the inspected build export | High | Counted successful AudioClip exports | [P-EXT], [P-MANIFEST] | A clip may serve multiple events, and an event may layer several clips; this is not an event or content count. |
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| A-05 | Animation metadata objects | 208 AnimationClip objects | Direct package observation; exact for the inspected build inventory | High | Counted AnimationClip metadata objects | [P-EXT], [P-MANIFEST] | Clips can be shared, layered, transitional or unused; they do not equal attacks, skills or entities. |
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| A-06 | Script type identities | 2,195 MonoScript records, including 196 project/game assembly types | Direct package observation; exact for the inspected build inventory | High | Enumerated type identities from Unity metadata and assembly membership | [P-CODE], [P-EXT] | Type identity proves an architectural surface, not record totals, formulas, method bodies or player-visible features. Recovered original C# source count is exactly 0 for this inspection. |
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| A-07 | Character face families | 26 asset-name families | Inference from direct image catalog inspection; exact for the catalog grouping, not a character count | Medium | Grouped recurring face asset names and checked visual layers | [P-AUDIT], [P-IMG] | Faces can be variants, reusable layers or procedural options; they cannot be promoted to named recruits. |
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| A-08 | Gameplay database serialization | Inspected components are 32-byte shells with no exposed custom arrays | Direct package observation; exact for the inspected component instances | High | Read the available MonoBehaviour type trees for recruit, enemy, item, artifact and progression database surfaces | [P-AUDIT], [P-CODE] | Runtime initialization occurs inside compiled IL2CPP WebAssembly, so shell size and type existence reveal no entity totals. |
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## Reconciliation Rules
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The following equivalences are explicitly invalid:
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| Observed evidence | It must not be reported as | Safe use |
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| A-02 and A-03 image counts | Total characters, enemies, items, skills, biomes or UI screens | Asset-production scale and category coverage only |
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| A-03 enemy-category images | Enemy identities | Evidence that enemy presentation is layered and has production breadth |
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| A-03 equipment/item images | Item records | Evidence that items require icons, overlays, rarity treatment and UI states |
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| A-07 face families | Named recruits | Evidence for modular portrait or actor customization scope only |
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| C-06 visible slot/icon identities | Active skill definitions | Evidence for visible progression density only |
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| A-05 animation objects | Abilities or combat actions | Animation-production scope only |
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| A-04 audio objects | SFX events, music states or gameplay entities | Audio-production scope only |
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| C-16 environment asset families | Chapters, biomes traversed or encounter waves | Environment-production lower bound only |
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| A-06 type identities | Implemented features or content rows | Architecture vocabulary and research routing only |
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## Why Exact Totals Cannot Be Recovered
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The delivered program uses compiled IL2CPP WebAssembly plus runtime metadata.
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Type identities and component shells are visible, but original method bodies,
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runtime-initialized arrays and a complete player-facing collection are not. The
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database components inspected for recruits, enemies, items, artifacts and
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progression contain no readable custom arrays in the available type tree.
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Consequently, exact totals for recruits, enemy identities, items, active
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skills, artifacts, authored formations, chapters, waves, achievements,
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collection entries and modes remain unknown. Inferring those totals from
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filenames, frames, body parts, rarity layers, component instances or script
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types would be false precision.
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## Defensible Census Summary
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The archive directly proves a run-based preparation and auto-battle loop with
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multiple recruit labels, base and advanced profession identities, a branched
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persistent progression surface, several ordinary enemy roles, equipment,
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milestone artifacts and editable party order. It also proves that a completed
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captured adventure reaches a finite result and feeds persistent progression.
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The strongest defensible numerical statements are the lower bounds and
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scope-limited exact counts in C-01 through C-32. No row should be read as a
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complete current-version encyclopedia unless its exactness cell explicitly
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states that scope.
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## Remaining Authorized Census Work
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An exact gameplay census would require at least one of the following authorized
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surfaces:
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- complete in-game indexes for roster, professions, enemies, items, artifacts,
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skills, achievements and collections;
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- a complete campaign/chapter selector with wave or encounter accounting;
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- an owner-authorized runtime data export that exposes record arrays without
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bypassing access controls.
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Until such evidence exists, the unknown rows above are the correct terminal
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result, not incomplete arithmetic.
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[P-OBS]: ../../../../../../game-reference-archive/dwarves-glory-death-and-loot/2026-08-10/OBSERVATION_LEDGER.md
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[P-AUDIT]: ../../../../../../game-reference-archive/dwarves-glory-death-and-loot/2026-08-10/STRUCTURAL_CONTENT_COUNT_AUDIT.md
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[P-EXT]: ../../../../../../game-reference-archive/dwarves-glory-death-and-loot/2026-08-10/authorized-reference-assets/AUTHORIZED_REFERENCE_EXTRACTION_SUMMARY.md
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[P-IMG]: ../../../../../../game-reference-archive/dwarves-glory-death-and-loot/2026-08-10/authorized-reference-assets/catalogs/image-catalog.json
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[P-CODE]: ../../../../../../game-reference-archive/dwarves-glory-death-and-loot/2026-08-10/authorized-reference-assets/catalogs/CODE_AND_SCRIPT_INVENTORY.md
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[P-MANIFEST]: ../../../../../../game-reference-archive/dwarves-glory-death-and-loot/2026-08-10/authorized-reference-assets/extracted-assets/asset-extraction-manifest.json
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[P-VID]: USER_PLAY_VIDEO_STUDY_2026-08-11.md
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[P-PH3]: ../../../../../../game-reference-archive/dwarves-glory-death-and-loot/2026-08-11-public-video-phase3/PHASE3_PUBLIC_VIDEO_RECONSTRUCTION_ZH.md
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[P-PH4]: ../../../../../../game-reference-archive/dwarves-glory-death-and-loot/2026-08-11-public-video-phase4/PHASE4_REPLICATION_READINESS_ZH.md
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[P-RCR-01]: ../../../../../../game-reference-archive/dwarves-glory-death-and-loot/2026-08-10/17-unit-01.jpg
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[P-RCR-02]: ../../../../../../game-reference-archive/dwarves-glory-death-and-loot/2026-08-10/17-unit-02.jpg
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[P-RCR-03]: ../../../../../../game-reference-archive/dwarves-glory-death-and-loot/2026-08-10/17-unit-03.jpg
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[P-RCR-04]: ../../../../../../game-reference-archive/dwarves-glory-death-and-loot/2026-08-10/30-recruit-tooltip.jpg
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[P-RCR-05]: ../../../../../../game-reference-archive/dwarves-glory-death-and-loot/2026-08-10/98-round2-dwarf-hover.jpg
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[P-RCR-06]: ../../../../../../game-reference-archive/dwarves-glory-death-and-loot/2026-08-10/197-round11-recruit-tooltip.jpg
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[P-RCR-07]: ../../../../../../game-reference-archive/dwarves-glory-death-and-loot/2026-08-10/230-round13-recruit-after-death-tooltip.jpg
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[P-RCR-08]: ../../../../../../game-reference-archive/dwarves-glory-death-and-loot/2026-08-10/257-axe-equipped.jpg
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[P-SKL-00]: ../../../../../../game-reference-archive/dwarves-glory-death-and-loot/2026-08-10/239-meta-skill-tree.jpg
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[P-SKL-01]: ../../../../../../game-reference-archive/dwarves-glory-death-and-loot/2026-08-10/240-skill-branch-01.jpg
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[P-SKL-02]: ../../../../../../game-reference-archive/dwarves-glory-death-and-loot/2026-08-10/241-skill-branch-02.jpg
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[P-SKL-03]: ../../../../../../game-reference-archive/dwarves-glory-death-and-loot/2026-08-10/242-skill-branch-03.jpg
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[P-SKL-04]: ../../../../../../game-reference-archive/dwarves-glory-death-and-loot/2026-08-10/243-skill-branch-04.jpg
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[P-SKL-05]: ../../../../../../game-reference-archive/dwarves-glory-death-and-loot/2026-08-10/244-skill-branch-05.jpg
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[P-SKL-06]: ../../../../../../game-reference-archive/dwarves-glory-death-and-loot/2026-08-10/245-skill-branch-06.jpg
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[P-SKL-07]: ../../../../../../game-reference-archive/dwarves-glory-death-and-loot/2026-08-10/246-skill-point-purchase-01.jpg
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[P-SKL-08]: ../../../../../../game-reference-archive/dwarves-glory-death-and-loot/2026-08-10/247-knight-oath-level-01.jpg
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[P-ENM-01]: ../../../../../../game-reference-archive/dwarves-glory-death-and-loot/2026-08-10/26-battle-left-tooltip.jpg
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[P-ENM-02]: ../../../../../../game-reference-archive/dwarves-glory-death-and-loot/2026-08-10/26-battle-right-tooltip.jpg
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[P-ENM-03]: ../../../../../../game-reference-archive/dwarves-glory-death-and-loot/2026-08-10/52-cycle-8-left-unit.jpg
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[P-ENM-04]: ../../../../../../game-reference-archive/dwarves-glory-death-and-loot/2026-08-10/52-cycle-8-middle-front.jpg
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[P-ENM-05]: ../../../../../../game-reference-archive/dwarves-glory-death-and-loot/2026-08-10/52-cycle-8-middle-back.jpg
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[P-ENM-06]: ../../../../../../game-reference-archive/dwarves-glory-death-and-loot/2026-08-10/52-cycle-8-middle-third.jpg
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[P-ITM-01]: ../../../../../../game-reference-archive/dwarves-glory-death-and-loot/2026-08-10/16-item-armor-tooltip.jpg
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[P-ITM-02]: ../../../../../../game-reference-archive/dwarves-glory-death-and-loot/2026-08-10/16-item-shield-tooltip.jpg
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[P-ITM-03]: ../../../../../../game-reference-archive/dwarves-glory-death-and-loot/2026-08-10/60-tutorial-weapon-hammer.jpg
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[P-ITM-04]: ../../../../../../game-reference-archive/dwarves-glory-death-and-loot/2026-08-10/60-tutorial-weapon-staff.jpg
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[P-ITM-05]: ../../../../../../game-reference-archive/dwarves-glory-death-and-loot/2026-08-10/60-tutorial-weapon-sword.jpg
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[P-ITM-06]: ../../../../../../game-reference-archive/dwarves-glory-death-and-loot/2026-08-10/107-round3-helmet-hover.jpg
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[P-ITM-07]: ../../../../../../game-reference-archive/dwarves-glory-death-and-loot/2026-08-10/129-round5-loot-hover.jpg
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[P-ITM-08]: ../../../../../../game-reference-archive/dwarves-glory-death-and-loot/2026-08-10/131-round6-plumed-helmet-hover.jpg
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[P-ITM-09]: ../../../../../../game-reference-archive/dwarves-glory-death-and-loot/2026-08-10/132-round6-axe-hover.jpg
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[P-ITM-10]: ../../../../../../game-reference-archive/dwarves-glory-death-and-loot/2026-08-10/161-round8-rare-item-tooltip-insufficient-by1.jpg
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[P-ITM-11]: ../../../../../../game-reference-archive/dwarves-glory-death-and-loot/2026-08-10/201-round11-backpack-lightning-staff-tooltip.jpg
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[P-ITM-12]: ../../../../../../game-reference-archive/dwarves-glory-death-and-loot/2026-08-10/202-round11-backpack-mug-tooltip.jpg
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[P-ITM-13]: ../../../../../../game-reference-archive/dwarves-glory-death-and-loot/2026-08-10/210-round11-loot-tooltip.jpg
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[P-ITM-14]: ../../../../../../game-reference-archive/dwarves-glory-death-and-loot/2026-08-10/212-round12-blue-hammer-tooltip.jpg
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[P-ITM-15]: ../../../../../../game-reference-archive/dwarves-glory-death-and-loot/2026-08-10/227-round12-loot-tooltip.jpg
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[P-ITM-16]: ../../../../../../game-reference-archive/dwarves-glory-death-and-loot/2026-08-10/231-round13-black-item-tooltip.jpg
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[P-ITM-17]: ../../../../../../game-reference-archive/dwarves-glory-death-and-loot/2026-08-10/251-opening-item-1.jpg
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[P-ITM-18]: ../../../../../../game-reference-archive/dwarves-glory-death-and-loot/2026-08-10/252-opening-item-2.jpg
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[P-ITM-19]: ../../../../../../game-reference-archive/dwarves-glory-death-and-loot/2026-08-10/253-opening-item-3.jpg
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[P-ART-01]: ../../../../../../game-reference-archive/dwarves-glory-death-and-loot/2026-08-10/192-round10-free-reward-left-tooltip.jpg
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[P-ART-02]: ../../../../../../game-reference-archive/dwarves-glory-death-and-loot/2026-08-10/193-round10-free-reward-middle-tooltip.jpg
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[P-ART-03]: ../../../../../../game-reference-archive/dwarves-glory-death-and-loot/2026-08-10/194-round10-free-reward-right-tooltip.jpg
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[P-ART-04]: ../../../../../../game-reference-archive/dwarves-glory-death-and-loot/2026-08-10/195-round10-artifact-selected.jpg
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[P-FRM-01]: ../../../../../../game-reference-archive/dwarves-glory-death-and-loot/2026-08-10/75-tutorial-formation-adjusted.jpg
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[P-FRM-02]: ../../../../../../game-reference-archive/dwarves-glory-death-and-loot/2026-08-10/255-party-equipment-screen.jpg
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[P-RUN-01]: ../../../../../../game-reference-archive/dwarves-glory-death-and-loot/2026-08-10/228-round13-opportunity-after-death.jpg
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[P-RUN-02]: ../../../../../../game-reference-archive/dwarves-glory-death-and-loot/2026-08-10/237-round13-current.jpg
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[P-RUN-03]: ../../../../../../game-reference-archive/dwarves-glory-death-and-loot/2026-08-10/248-new-run-mode-select.jpg
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